@Pixelart: On Vlambeer s (Luftrausers, Nuclear Throne) Twitch channel i once saw a pretty decent Pixel art tutorial. They worked with quite small sprites as well. Might be worth checking it out for you... I am at work so cannot track the sources further myself.

Well, don't know the channels or even Twitch , so if you happen to find these you can throw 'em here. Yet I'm pretty sure you cannot learn such things in reasonable time without having this "thing" for it.

Zibo wrote:Looks fine. Swing speed needs to be boosted to have the impact I'd say.

Yeah the mid swing frame needs some tinkering.

Zibo wrote:Don't put too much effort in it - I make new unit graphics in max 2h.

Well the whole point of me doing them would be that I spend more time with it and make them higher quality. Of course I started with the Paladin as a test and it delays it's implementation to the game, but I could go over the rest of the models in time.Unless you don't want that, of course, because I don't want to hijack your project.

- Wizard unit added with crappy Energy Bolt animation and Freeze debuff- Training Ground building that takes place of current Barracks- Barracks will now produce next tier units like Knight, Paladin etc.

Next steps:- Mage Tower that produces Priests, Wizards, Firemages- Necromancer model remake- Overhaul of unit statistics panel to icon-like- Mechanic that allows to manage max AP and AP income- Some kind of dark type building that produces Necromancers, Death Lords - Better AI that utilizes new mechanics and spells recently added (that one is pain in the ass, pretty much every new spell is now unique and requires different judgement method)

Alright I need to find out how to properly export stuff. How come your figures are twice the size? Also I wrote in the game chat, does it still save previous messages? Bc I didn't understand what you meant with the projectile thing. Maybe we can use those to create bigger animations?

Also something is fucking with the opacity. Also frame timing works kinda weird, I sped up (removed delay) the animation and it looks good on PS, but then in GIF format it doesn't so I ended up deleting one frame. Still not as good....

It seems like I have some rogue pixels on the loose...

Last edited by Doppelganger on Sat Jul 21, 2018 9:09 pm; edited 6 times in total

Chat saves messages in server memory, so they are visible until server is restarted / new version is deployed.

Projectile - arrow / fireball etc. Those are 40x40 that change position between source field and target. So as of effects, only projectiles are to be prepared as images.

Paladin's healing aura should not have any casting animation (animations are not triggered on new turn start when aura will heal units) - maybe only cyclic animation on regular standing pose. Additionally I thought Paladin could also have some self-heal ability, so animation for this one would be needed.

I was wondering quite a bit on how to manage AP income without making it as cheap as maximum AP available. So I came up with the idea of Upgrades Panel, where players are able to research a dozens of multi-tier upgrades for both units and non-unit related things (like AP management). Such upgrades cost ranges from 1-30 and requires to invest own AP across the turns to research each level.

I think of researching unit upgrades as choosing your own "build" for the game, thus upgrades will mostly be expensive and take huge amount of time to research. As a result players should be able to focus only on a couple of upgrade paths during one game making e.g. particular units outstandingly strong and viable (e.g. fully upgraded Priest would get AoE heal that is X times stronger, has lesser cooldown and has 2-turn sustained effect).